US10441875B2 - Low light game system and method - Google Patents
Low light game system and method Download PDFInfo
- Publication number
- US10441875B2 US10441875B2 US15/883,923 US201815883923A US10441875B2 US 10441875 B2 US10441875 B2 US 10441875B2 US 201815883923 A US201815883923 A US 201815883923A US 10441875 B2 US10441875 B2 US 10441875B2
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- players
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- Expired - Fee Related
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Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/30—Capturing games for grabbing or trapping objects, e.g. fishing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F21—LIGHTING
- F21S—NON-PORTABLE LIGHTING DEVICES; SYSTEMS THEREOF; VEHICLE LIGHTING DEVICES SPECIALLY ADAPTED FOR VEHICLE EXTERIORS
- F21S10/00—Lighting devices or systems producing a varying lighting effect
- F21S10/02—Lighting devices or systems producing a varying lighting effect changing colors
- F21S10/023—Lighting devices or systems producing a varying lighting effect changing colors by selectively switching fixed light sources
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F21—LIGHTING
- F21V—FUNCTIONAL FEATURES OR DETAILS OF LIGHTING DEVICES OR SYSTEMS THEREOF; STRUCTURAL COMBINATIONS OF LIGHTING DEVICES WITH OTHER ARTICLES, NOT OTHERWISE PROVIDED FOR
- F21V23/00—Arrangement of electric circuit elements in or on lighting devices
- F21V23/04—Arrangement of electric circuit elements in or on lighting devices the elements being switches
- F21V23/0407—Arrangement of electric circuit elements in or on lighting devices the elements being switches for flashing
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F21—LIGHTING
- F21V—FUNCTIONAL FEATURES OR DETAILS OF LIGHTING DEVICES OR SYSTEMS THEREOF; STRUCTURAL COMBINATIONS OF LIGHTING DEVICES WITH OTHER ARTICLES, NOT OTHERWISE PROVIDED FOR
- F21V23/00—Arrangement of electric circuit elements in or on lighting devices
- F21V23/04—Arrangement of electric circuit elements in or on lighting devices the elements being switches
- F21V23/0435—Arrangement of electric circuit elements in or on lighting devices the elements being switches activated by remote control means
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F21—LIGHTING
- F21V—FUNCTIONAL FEATURES OR DETAILS OF LIGHTING DEVICES OR SYSTEMS THEREOF; STRUCTURAL COMBINATIONS OF LIGHTING DEVICES WITH OTHER ARTICLES, NOT OTHERWISE PROVIDED FOR
- F21V33/00—Structural combinations of lighting devices with other articles, not otherwise provided for
- F21V33/008—Leisure, hobby or sport articles, e.g. toys, games or first-aid kits; Hand tools; Toolboxes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2448—Output devices
- A63F2009/245—Output devices visual
- A63F2009/2451—Output devices visual using illumination, e.g. with lamps
- A63F2009/2454—Output devices visual using illumination, e.g. with lamps with LED
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2483—Other characteristics
- A63F2009/2485—Other characteristics using a general-purpose personal computer
- A63F2009/2486—Other characteristics using a general-purpose personal computer the computer being an accessory to a board game
-
- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F21—LIGHTING
- F21Y—INDEXING SCHEME ASSOCIATED WITH SUBCLASSES F21K, F21L, F21S and F21V, RELATING TO THE FORM OR THE KIND OF THE LIGHT SOURCES OR OF THE COLOUR OF THE LIGHT EMITTED
- F21Y2115/00—Light-generating elements of semiconductor light sources
- F21Y2115/10—Light-emitting diodes [LED]
Definitions
- FIG. 1 is a schematic depiction of an example of a kit of parts for playing a capture the flag game in low-light conditions according to the present disclosure
- FIG. 2A is a schematic depiction of an example of a button according to the present disclosure
- FIG. 2B is a schematic depiction of an example of a twist mechanism according to the present disclosure.
- FIG. 3 is a flow diagram of an example of a method of establishing game play for a capture the flag game in low-light conditions according to the present disclosure.
- the term “substantially” refers to the complete or nearly complete extent or degree of an action, characteristic, property, state, structure, item, or result.
- an object that is “substantially” enclosed would mean that the object is either completely enclosed or nearly completely enclosed.
- the exact allowable degree of deviation from absolute completeness may in some cases depend on the specific context. However, generally speaking the nearness of completion will be so as to have the same overall result as if absolute and total completion were obtained.
- the use of “substantially” is equally applicable when used in a negative connotation to refer to the complete or near complete lack of an action, characteristic, property, state, structure, item, or result.
- adjacent refers to the relative placement of one object with respect to another object.
- objects that are described as being “adjacent” to one another may be in a side-by-side or other similar positional relationship that can include objects that are in direct contact with one another and objects that are in close proximity to one another. The exact degree of proximity may in some cases depend on the specific context.
- Coupled refers to a relationship of connection or attachment between one item and another item, and includes relationships of either direct or indirect connection or attachment. Any number of items can be coupled, such as materials, components, structures, layers, devices, objects, etc.
- directly coupled refers to a relationship of physical connection or attachment between one item and another item, where the items have at least one point of direct physical contact.
- directly coupled refers to a relationship of connection or attachment between one item and another item where the items do not have a point of direct physical contact with one another. Rather, such items can be connected, attached, or joined together by an intermediate item. For example, when a first layer of material is bound or joined to a second layer of material using an intermediate layer in between the first and second layer, the first and second layers can be said to be indirectly coupled.
- FIG. 1 depicts a schematic of an example of a game field 100 using an example of a kit of parts for playing a capture the flag game in low-light conditions.
- the capture the flag game can be played with at least two teams and at least one player 110 on each team.
- Examples of the kit of parts can include a number of flags 120 configured to be selectively disposable upon or attachable to a terrain 130 .
- the terrain 130 can be any suitable playing environment, including indoor and outdoor areas.
- the level of light for low-level light gameplay can include the absence of any ambient light sources for apparent total darkness. In some examples of low-level light gameplay, there may be sufficient light to see the ground and any obstacles within the field of play.
- environments of uniform or non-uniform surfaces can be used for gameplay.
- an indoor or outdoor athletic field can be used such as a field otherwise used for football, soccer, or the like.
- areas such as basketball or tennis courts may be used as a playing environment.
- the athletic field may be partially or totally exposed to external conditions of weather and lighting.
- An enclosed gymnasium can be used with lighting controls to vary a level of lighting within the gymnasium as desired for the level of visibility desired for gameplay.
- the flags 120 may be placed upon the terrain 130 including by placing the flag on a chair in an open gymnasium or in a tree in an outdoor playing environment.
- the flags 120 may be placed in any suitable position, including on the ground surface, for example on grass, dirt or pavement.
- Each of the flags 120 can carry one or more light emitting diodes (LEDs) operable to provide a visual signal. It is to be understood that LEDs as used herein can be any light source, including organic LEDs (OLEDs), bioluminescent lights, and other low-power consuming light sources.
- the LEDs can be selectively actuated by a player 110 and can indicate a status of that player 110 . For example, the LED can indicate a color identifiable with a particular team.
- Each flag 120 may contain a single color of LED to be associated with a single team. Alternatively, each flag 120 can include two or more different colors of LEDs, or LEDs that are configurable to operate in different colors to enable each flag 120 to be used to represent two or more teams.
- kits of parts can also contain a number of territory markers 140 and a number of jail markers 150 .
- Each of the territory markers 140 and each of the jail markers 150 can carry one or more LEDs operable to provide a visual signal.
- Each territory marker 140 or jail marker 150 may contain a single color of LED to be associated with a single team.
- each territory marker 140 or jail marker 150 can include two or more different colors of LEDs, or LEDs that are configurable to operate in different colors to enable each territory marker 140 or jail marker 150 to be used to represent two or more teams.
- the territory markers 140 and the jail markers 150 can be configured to be selectively disposable upon or attachable to the terrain 130 in order to define upon the terrain 130 a game play territory area for each of the at least two teams. Similar to the flags 120 , the territory markers may be placed on the terrain in any suitable manner.
- the territory markers 140 and the jail markers 150 can be used to delineate boundaries of certain zones related to the capture the flag game. For example, a jail may be a square or other shape outlined on the terrain or game field by the jail markers 150 located wholly within the territory of one of the teams.
- the game play territory may be marked by the territory markers 140 included with the kit.
- the LED can provide boundary or target information about the territory of a team or about the entire game field depending on the applicable rules of play.
- kits of parts can also include a number of team identifiers 160 carryable by the players 110 .
- Each of the team identifiers 160 can have one or more LEDs operable to provide a visual signal.
- each of the team identifiers 160 can be operable to identify a team affiliation for the at least one player 110 on each team of the capture the flag game by a color identifiable for the affiliated team.
- Each team identifier 160 may contain a single color of LED to be associated with a single team.
- each team identifier 160 can include two or more different colors of LEDs, or LEDs that are configurable to operate in different colors to enable each team identifier 160 to be used to represent two or more teams.
- the team identifiers 160 can be bands worn by the player 110 in any location that is visible for identification of the band by another player 110 .
- the team identifier 160 can be worn on the head, wrist, arm, leg, neck, chest or torso of a player 110 .
- the team identifier 160 can also be carried upon a player 110 by attachment to clothing or personal equipment of the player 110 at a desired location.
- a team identifier may be a blue LED light located on the chest and/or back of a player 110 .
- the team identifiers 160 may be wristbands configured to be releaseably operatively attached to the wrist of the players 110 . Any suitable attachment mechanism can be used.
- the bands can be fixed length or variable length and can have a variety of clasping mechanisms to help the band stay on the player 110 .
- Each of the flags 120 , territory markers 140 , jail markers 150 , and team identifiers 160 can have a button 170 or a twist mechanism 180 that is configured to activate the one or more LEDs carried on each of the items as shown, for example, in FIGS. 2A and 2B .
- the button 170 or twist mechanism 180 can also be used to activate selected groups of LEDs, such as a certain color of LED.
- the button 170 or twit mechanism 180 can also be used to select a desired color for one or more of LEDs carried on each item.
- buttons 170 or twist mechanism 180 are not intended to be limiting. Other types of mechanical or electrical activation and deactivation schemes can also be used.
- the one or more LEDs on the flags 120 , territory markers 140 , jail markers 150 , and team identifiers 160 may be connected with a wireless sensor 125 , such as a Bluetooth sensor or an Institute of Electronics and Electrical Engineers (IEEE) 802.11 (Wi-Fi) sensor.
- IEEE Institute of Electronics and Electrical Engineers 802.11
- the Wi-Fi sensor can be configured to communicate with a controller via a WiFi standard, such as IEEE 802.11-2012, 802.11ac, 802.11ad, 802.11af, 802.11ah, 802.11ai, 802.11aq, 802-11ax, or another desired wireless standard.
- the wireless sensors 125 can be used to activate, deactivate, or change one or more colors of LEDs carried on each of the items via a controller, such as a stand-alone controller.
- the wireless sensor controller 125 can also be used to provide status information.
- the wireless sensor controller can be configured to communicate with a wireless device 115 .
- the wireless device 115 can also be configured to operate as a controller.
- the wireless device can include a smart phone, a watch, a tablet, or another desired mobile computing device.
- the one or more LEDs on the flags 120 , territory markers 140 , jail markers 150 , and team identifiers 160 can be connected with a wireless sensor controller 125 configured to communicate in a personal area network, such as a Bluetooth network.
- a wireless sensor controller 125 in one or more flags 120 , territory markers 140 , jail markers 150 , and team identifiers 160 can communicate with a wireless device 115 , such as a smart phone, tablet, watch, or other type of mobile computing device associated with a player, referee, or non-participant.
- the smart phone, watch, tablet, or mobile computing devices of the player or referee can then be configured to communicate with the wireless devices of other players, referees, or non-participants using a different radio access technology, such as WiFi, as previously discussed, or a cellular technology standard, such as the third generation partnership project (3GPP) standard over a significantly larger distance.
- the wireless devices may communicate via an access point or base station, or directly with other wireless devices.
- Example standards include 3GPP long term evolution (LTE) Release 8, 9, 10, 11 or 12.
- LTE long term evolution
- the wireless devices can communicate with the wireless sensor controllers 125 while in proximity of the wireless sensor controllers 125 .
- the wireless sensor controllers 125 may transmit up to 30 meters using Bluetooth.
- the wireless devices 115 can then communicate the information to other wireless devices using a WiFi or cellular standard connection over a longer distance, such as hundreds or thousands of meters.
- information can be communicated between players, referees, and non-participants regarding a status of the flags, territory markers, jail markers, and players.
- one or more of the flags 120 can further include color changing LEDs.
- the color changing LEDs can be configured to provide at least one of rotating multiple colors in a gradient color changing, flashing multiple colors one after the other, and flashing the same color on and off repeatedly in a pattern.
- the one or more LEDs carried on the number of flags 120 , the number of territory markers 140 , the number of jail markers 150 , or the team identifiers 160 can be configured to identify a special status of the at least one player 110 .
- a player 110 or other person may be designated as a referee or other special purpose player, with certain rules and exceptions applied due to the special status agreed upon.
- the special status can be identified based on a selected color or flashing pattern of the one or more LEDs.
- a flashing team identifier 160 on a player may indicate a special status for that player such as with a variation of game play.
- a single player 110 from each team may be identified as an “angel”.
- the angel is the only player 110 eligible to free teammates from an opposing team's jail.
- the angel can be identified as such by the color or flashing pattern of the team identifier 160 carried on that player 110 .
- Other selected rule variations may be applied to the gameplay as agreed by the teams or referee, if any.
- Another variation may allow the referee to have a discretionary power for rule violations, poor sportsmanship, and mismatched teams. This discretionary power can allow the referee to send any player to jail at any time during gameplay.
- An example of a system for establishing a game field 100 for playing a capture the flag game in low-light conditions with at least two teams and at least one player 110 on each team.
- the system can include a number of flags 120 , a number of territory markers 140 , a number of jail markers 150 , and a number of team identifiers 160 as described in examples herein.
- An example of typical game play using the kit of parts for playing a capture the flag game in low-light conditions can proceed with two or more teams of one or more players each.
- the objective of the game is for players 110 to make their way into the opposing team's territory, grab the flag 120 and return with it to their own territory without being tagged.
- the flag 120 is defended mainly by tagging opposing players 110 who attempt to take it. Within their own territory players 110 are “safe”, meaning that they cannot be tagged by opposing players 110 . Once they cross in to the opposing team's territory they are vulnerable to being tagged.
- Each team has a territory defined by territory markers 140 .
- Each player 110 has a team identifier 160 operatively connected thereto.
- Each team has a jail area defined by placement of jail markers 150 .
- Each team places a flag 120 on their own territory. Game play starts when each team is ready and a signal is made for the game to begin, such as a game leader or referee announcing, “Go!” After game play starts, players 110 from each team may advance into an opposing team's territory to try to capture the opposing team's flag 120 and return with the flag 120 to their own territory. If the flag 120 is successfully retrieved and delivered to the team's territory without that player 110 being tagged by a player 110 from the opposing team, victory is declared and the game is concluded. If, during gameplay, a player 110 is tagged while on opposing team territory by an opposing team player 110 , the tagged player 110 is jailed by relocation to the jail area of the opposing team. Jailed players 110 may be “freed” by their teammates if their teammates are able to tag them free without themselves being tagged first.
- FIG. 3 depicts an example of a method of establishing game play for a capture the flag game in low-light conditions with at least two players 110 .
- the method 300 includes, as shown at 310 , providing a kit of parts as described in examples herein and, as shown at 320 , dividing the at least two players 110 into at least two teams. Each team can include one or more players 110 .
- the method 300 further includes, as shown at 330 , assigning one of the flags 120 to each team. Each flag 120 can have a different LED color.
- the method 300 still further includes, as shown at 340 , distributing the territory markers 140 to define a game play territory area for each team and, as shown at 350 , distributing the jail markers 150 to define a game play jail area for each team. Examples of the method 300 can also include activating the flag LEDs by modulating a button on the flag 120 . Examples of the method 300 can also include activating the flag 120 LEDs by twisting a twist mechanism on the flag 120 .
- the method 300 can further include configuring one or more of the flags 120 as color changing LEDs, wherein the color changing LEDs are to provide at least one of rotating multiple colors in a gradient color changing, flashing multiple colors one after the other, and flashing the same color on and off repeatedly in a pattern.
- the method 300 can also include identifying a special status of the at least one player 110 or a referee.
- the special status can be identifiable based on a selected color or flashing pattern of the one or more LEDs carried on the number of flags 120 , the number of territory markers 140 , the number of jail markers 150 , or the number of team identifiers 160 .
- the method 300 can also include identifying a special status of the at least one referee.
- This referee can be designated as “The Wizard.”
- This player may have a special indication to be identifiable based on a selected color LED or flashing pattern of the one or more team identifiers 160 .
- the Wizard can have the power to shout “freeze” and cause all players 110 to stop moving. He or she may then reposition players 110 or the flags 120 for up to sixty seconds, then shout “unfreeze” (resume movement).
- the method 300 can include a variety of game play variations.
- One variation can include identifying one player 110 on each team to carry the flag 120 for the player's team during game play. In this way, the player 110 holding the flag 120 effectively becomes the flag 120 with the addition of movement by the player 110 . Also, the player 110 holding the flag 120 cannot hide the flag 120 or pass the flag 120 to another player 110 . Once one team's flag carrying player 110 is tagged, the opposing team wins.
- Another game play variation can comprise having no jails 150 for either team but instead offering a special status to one player 110 on both teams.
- the special status player can be referred to as “The Angel”, or another desired designation.
- This player may have special identification to be identifiable based on a selected color LED or flashing pattern of the one or more team identifiers 160 .
- the tagging of a player 110 can cause the tagged player 110 to freeze in place (stop moving entirely). The tagged player may resume movement when an Angel tags him or her. Angels who are tagged can be removed from the game until its conclusion.
- Another game play variation can comprise having no jails 150 for either team but instead offer special status to one player 110 on both teams.
- the special status player can be referred to as “The Ghoul”.
- the special status player may have special status to be identifiable based on a selected color LED or flashing pattern of the one or more team identifiers 160 . In this variation, if a Ghoul is on his or her home territory and tags an opposing player, the player can be required to leave the game entirely.
- Another game play variation can allow players 110 who are in jail to link arms or hands to extend beyond the periphery of the jails markers 150 so long as one jailed player remains within the jail periphery.
- a game application i.e. app
- a user i.e. a game player or a non-player
- the app can be used to sync the wireless device 115 with the wireless sensor controllers 125 in the flags 120 , territory markers 140 , jail markers 150 , and team identifiers 160 .
- the wireless device 115 and app can then be used to control and detect the one or more LEDs on the flags 120 , territory markers 140 , jail markers 150 , and team identifiers 160 to enable new forms of game play.
- the LED colors used to designate team identifiers 160 and/or territory markers 140 can be changed remotely at a selected point in a game.
- a non-player can use a wireless device 115 to set off a “remote detonator” that alters the colors of the LEDs and causes team members to have to quickly move to not be caught in the other team's territory.
- the wireless device 115 may be configured to communicate a signal at a random time period during game play to the wireless sensor controllers 125 to alter the colors of the team identifiers 160 or territory markers 140 .
- the wireless sensor controller 125 can be manually set to change color of one or more LEDs in the flags 120 , territory markers 140 , jail markers 150 , and team identifiers 160 at a selected or random time period during game play.
- Another game play variation can include including having no jails 150 for either team but providing each player 110 with multiple team identifiers 160 .
- the tagging of a player 110 causes the tagged player 110 to give up a team identifier 160 and return to their own territory.
- a player 110 is out of the game when that player 110 loses all of their team identifiers 160 .
- Still another game play variation can include two teams using an alternate playing field arrangement including a single perimeter of territory markers 140 around a single flag 120 .
- one of the two teams includes only one player 110 .
- This player 110 is designated as a “renegade” and starts the game in a self-selected position within the playing field.
- the rest of the players are on the opposing team, with the object being to capture the renegade by tagging.
- the opposing team is restricted from entry into the playing field until the renegade is in position.
- Still another game play variation can include two teams using an alternate playing field arrangement including only the periphery of the field being marked by territory markers 140 .
- One of the two teams can begin by including only a single player 110 .
- the single player 110 can be designated as a “Werewolf.”
- the other players can face away from the playing field while the Werewolf hides one flag 120 and starts the game in a self-selected position within the playing field.
- the rest of the players can be on the opposing team, with the object being to capture the flag without being tagged by the Werewolf. All tagged players can become additional Werewolves and can be required to either remove their team identifier 160 or change an LED color of the team identifier.
- Yet still another game play variation can include a “traitor” on each team.
- the traitor is a player 110 designated by blind selection of the opposing team such that the traitor's teammates are unaware of the identity of the traitor.
- the traitor plays the game as normal until a team affiliation is switched during game play.
- the team identifier 160 can be used to notify the former teammates of the traitor of the team affiliation switch by changing the special status indicated by the team identifier 160 .
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Abstract
Description
Claims (20)
Priority Applications (4)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US15/883,923 US10441875B2 (en) | 2015-10-29 | 2018-01-30 | Low light game system and method |
| US16/575,183 US20200009452A1 (en) | 2015-10-29 | 2019-09-18 | Low light game system and method |
| US16/585,332 US11389717B2 (en) | 2015-10-29 | 2019-09-27 | Low light game system and method |
| US17/867,536 US20230073473A1 (en) | 2015-10-29 | 2022-07-18 | Low Light Game System and Method |
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| US14/927,172 US20170120142A1 (en) | 2015-10-29 | 2015-10-29 | Low light game system and method |
| US15/883,923 US10441875B2 (en) | 2015-10-29 | 2018-01-30 | Low light game system and method |
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| US16/575,183 Continuation US20200009452A1 (en) | 2015-10-29 | 2019-09-18 | Low light game system and method |
Publications (2)
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|---|---|
| US20190046869A1 US20190046869A1 (en) | 2019-02-14 |
| US10441875B2 true US10441875B2 (en) | 2019-10-15 |
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| US15/883,923 Expired - Fee Related US10441875B2 (en) | 2015-10-29 | 2018-01-30 | Low light game system and method |
| US16/575,183 Abandoned US20200009452A1 (en) | 2015-10-29 | 2019-09-18 | Low light game system and method |
| US16/585,332 Active US11389717B2 (en) | 2015-10-29 | 2019-09-27 | Low light game system and method |
| US17/867,536 Abandoned US20230073473A1 (en) | 2015-10-29 | 2022-07-18 | Low Light Game System and Method |
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| US16/575,183 Abandoned US20200009452A1 (en) | 2015-10-29 | 2019-09-18 | Low light game system and method |
| US16/585,332 Active US11389717B2 (en) | 2015-10-29 | 2019-09-27 | Low light game system and method |
| US17/867,536 Abandoned US20230073473A1 (en) | 2015-10-29 | 2022-07-18 | Low Light Game System and Method |
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Citations (10)
| Publication number | Priority date | Publication date | Assignee | Title |
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Also Published As
| Publication number | Publication date |
|---|---|
| US20200023268A1 (en) | 2020-01-23 |
| US20170120142A1 (en) | 2017-05-04 |
| US20200009452A1 (en) | 2020-01-09 |
| US20230073473A1 (en) | 2023-03-09 |
| US11389717B2 (en) | 2022-07-19 |
| US20190046869A1 (en) | 2019-02-14 |
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